Chapter 3 : Interactive Technologies

Contents : 9 Computer as a System 9 Input Devices 9 Pointing Devices 9 Speech Recognition and Auditory Interface 9 Display – Small and Large 9 Display Technologu

1 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies

Learning Objectives

z Understand and discuss human perception and interactive technologies that support the various sensory perceptors including: z Vision z Audition z Touch z Understand and discuss interactive input technologies including: z Keyboards z Pointing devices

2 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Computer As A System

• Computer is used as a tool to manipulate and retrieve information, no new information is being added to the machine store but information is entered in form of command in order to get the computer to carry out specific task.

3 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Computer As A System

z What are we trying to achieve when we interact with computer? 9 Passing information to other people Information 9 Receiving information from them transfer

z Interaction : process of information transfer from user to the computer and from computer to the user.

4 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies The Computer

A computer system is made up of various elements

each of these elements affects the interaction z input devices – text entry and pointing z output devices – screen (small&large), digital paper z virtual reality – special interaction and display devices z physical interaction – e.g. sound, haptic, bio-sensing z paper – as output (print) and input (scan) z memory – RAM & permanent media, capacity & access z processing – speed of processing, networks

5 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies How many computers …

In your house? In your pockets?

z PC z PDA z TV, VCR, DVD, HiFi, z phone, camera cable/satellite TV z smart card, card with z microwave, cooker, magnetic strip? washing machine z electronic car key z central heating z USB memory z security system

Can you think of more? 6 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies

Interactive Input Devices

z Input is concerned with recording and entering data into the computer system and issuing instructions to the computer.

z Input device is a device that, together with the appropriate software, transform information from the user into data that a computer application can process.

z One of the key aims in selecting an input device and deciding how it will be used to control events in the system to help users to carry out their work safety, effectively, efficiently and also make it enjoyable.

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History of Keyboard

z Most of the key positions in the are the result of the design of the keys for the typewriters. z The early typewriters characters were positioned at the end of a long piece of metal and struck the paper through a ribbon when the user pressed the key. z When the typist typed too fast, the keys would caught on each other. z Therefore the key design strategy was to position the most frequently used keys as far apart to minimize the possibility that the keys would stick together. z That design makes no sense for the computer keyboard layouts because there are no mechanical arms striking, only electronic signals.

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Types of Keyboard

• Keyboard is the set of typewriter-like keys that enable the user to enter data into the computer.

• Keyboard is design for data insertion especially in form of text and commands.

• Keyboard is a group of on-off push buttons, which are used either in combination or separately (ALT or CTRL).

• 3 types of keyboard :

1. QWERTY 2. CHORD 3. DVORAK

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Keyboard : QWERTY

• A standard layout of the alphanumeric keyboard named QWERTY, which name being derived from the first six-letters in the uppermost row from left to centre.

• The design have been commercial success when used for typewritters in the USA in 1870.

• The arrangement of keys was chosen in order to reduce the incidence of keys jamming.

• For example the letters ‘s’, ‘t’ and ‘h’ are far apart even though they are frequently used together.

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Keyboard : QWERTY

1 234 567 890 QWE R TY U I OP A SDFGK HJ L Z XCVBNM , . SPACE

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Keyboard : DVORAK

• The Dvorak board, first patented in 1932.

• Similar to the QWERTY keyboard but the arrangement of the keys allows for more efficient input.

• Dvorak claimed that this arrangement reduces the between-row movement by 90% and allows 35% of all words normally used to be typed on the home row.

• But the Dvorak layout has never been commercially successful.

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Keyboard : DVORAK

• The Dvorak board, first patented in 1932.

• Similar to the QWERTY keyboard but the arrangement of the keys allows for more efficient input.

• Dvorak claimed that this arrangement reduces the between-row movement by 90% and allows 35% of all words normally used to be typed on the home row.

• But the Dvorak layout has never been commercially successful.

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Keyboard : DVORAK

• The Dvorak board, first patented in 1932.

• Similar to the QWERTY keyboard but the arrangement of the keys allows for more efficient input.

• Dvorak claimed that this arrangement reduces the between-row movement by 90% and allows 35% of all words normally used to be typed on the home row.

• But the Dvorak layout has never been commercially successful.

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Keyboard : DVORAK

• reduces finger travel distances by at least one order of magnitude

• Acceptance has been slow despite the dedicated efforts of some devotees

• it takes about 1 week of regular typing to make the switch, but most users have been unwilling to invest the effort

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Keyboard : Chord

• In chord keyboards several keys must be pressed at once to enter a single character.

• To form words (usually in a shorthand type notation), several keys (four or five) are pressed simultaneously.

• One commercially available chord keyboard is the Microwriter.

• Training is required to learn the finger combinations.

• Very useful for mail sorting and for recording transcripts of proceedings in law courts. 16 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Keyboard Layouts

z Keys z 1/2 inch square keys z 1/4 inch spacing between keys z slight concave surface z matte finish to reduce glare finger slippage z 40- to 125-gram force to activate z 3 to 5 millimeters displacement z tactile and audible feedback important z certain keys should be larger (e.g. ENTER, SHIFT, CTRL) z some keys require state indicator, such as lowered position or light indicator (e.g. CAPS LOCK) z key labels should be large, meaningful, permanent z some "home" keys may have additional features, such as deeper cavity or small raised dot, to help user locate their fingers properly (caution - no standard for this)

17 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Keyboard Layouts

z Function keys z users must either remember each key's function, identify them from the screen's display, or use a template over the keys in order to identify them properly z can reduce number of keystrokes and errors z meaning of each key can change with each application z placement on keyboard can affect efficient use z special-purpose displays often embed function keys in monitor bezel z lights next to keys used to indicate availability of the function, or on/off status z typically simply labeled F1, F2, etc, though some may also have meaningful labels, such as CUT, COPY, etc. z frequent movement between keyboard home position and mouse or function keys can be disruptive to use z alternative is to use closer keys (e.g. ALT or CTRL) and one letter to indicate special function

18 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Keyboard Layouts

z Cursor movement keys z up, down, left, right z some keyboards also provide diagonals z best layout is natural positions z inverted-T positioning allows users to place their middle three fingers in a way that reduces hand and finger movement z cross arrangement better for novices than linear or box z typically include typamatic (auto-repeat) feature z important for form-fillin and direct manipulation z other movements may be performed with other keys, such as TAB, ENTER, HOME, etc.

19 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Keyboard Layouts

z Keyboard and keypads for small devices z Wireless or foldable keyboards z Virtual keyboards z Cloth keyboards z Soft keys

z Pens and touch screens

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The popular RIM Blackberry (http://www.blackberry.com) shown here on the left demonstrated that many people could use a reduced-size keyboard on a regular basis; users typically type with one finger or with both thumbs. The Nokia device in the middle shows that non-English-speaking countries may use different keyboard layouts (here, a French AZERTY keyboard). On the right, a larger keyboard uses the longer dimension of the device and can be slid back into the device when not needed (http://www.nokia.com).

21 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Other text entry methods

The virtual keyboard of the Apple iPhone gains precision by allowing finger repositioning and then activates on lift-off

22 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Special Keyboards

z designs to reduce fatigue for RSI z for one handed use e.g. the left-handed keyboard

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Pointing Devices

z Pointing Device controls the movement of the cursor on a display screen.

z Pointing devices are input devices that can be used to specify a point or path in a one-, two-or three-dimensional space.

z Example : Mouse, joysticks and trackballs

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Pointing Devices

z 6 types of interaction tasks :

1. SELECT : Used for traditional menu selection, identification of a file in a directory or marking of a part in an automobile design. (point and click)

2. POSITION : Used to create a drawing, to place a new window or to drag a block of text in a figure. (drag and click)

3. ORIENT : Used to indicate a direction of motion for a space ship, or control the operation of a robot arm. (rotate)

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Pointing Devices

4. PATH : Curving line on the drawing program, the instruction for a cloth cutting machine or the route on a map. (combination of orientation and position movements)

5. QUANTIFY : Usually a one-dimensional selection of integer or real value to set parameters. E.g: page number in a document or amplitude of a sound. (point and click)

6. TEXT : User enters, moves and edits text in a two- dimensional space. The pointing device indicates the location of an insertion, deletion or change. More elaborate tasks such as centering, margin setting, font size, highlighting & page layout 26 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Categories Direct-Control Pointing Devices

z Lightpen ƒ Enabled users to point to a spot on a screen and to perform a select, position or other task.

ƒ It allows direct control by pointing to a spot on the display incorporates a button for the user to press when the cursor is resting on the desired spot on the screen.

ƒ 3 disadvantages : 9 User’s hand obscured part of the screen 9 Users had to remove their hands from the keyboard 9 Users had to pick up the lightpen 27 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies

Direct Control Pointing Devices

z Touch Screen ƒ Allows direct control touches on the screen using a finger. ƒ Early designs were rightly criticized for causing fatigue, hand-obscuring-the-screen, hand-off- keyboard, imprecise pointing, and the eventual smudging of the display.

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Direct Control Pointing Devices

Tablet PCs and Mobile Devices: z Natural to point on the LCD surface z Stylus z Keep context in view z Pick up & put down stylus z Gestures and handwriting recognition

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Indirect Control Pointing Devices

z Mouse ƒ The hand rests in a comfortable position, buttons on the mouse are easily pressed, even long motions can be rapid, and positioning can be precise. z Trackball ƒ Is a ball that a user can rotate in any direction within a fixed socket. (upside-down mice) ƒ It can be moved by rotating the trackball with fingers, thumb or flat of the hand. Once the cursor has been positioned, a button on the trackball is pressed to initiate action. z Joystick ƒ Appealing for tracking purposes. ƒ Originated with automobile and aircraft controls. ƒ Popular interfaces for interactive computer games. 30 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies

Indirect Control Pointing Devices

z Graphic Tablet ƒ A touch-sensitive surface separate from the screen. ƒ Flat surface that is drawn on by a stylus. ƒ Has a one-to-one correspondence with the pixels on the computer screen

z Touchpad ƒ Do not require any force to operate; they have reduced the finger and hand stresses related to grasping and moving the mouse and button clicking.

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Pointing Devices

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Comparison of Pointing Devices

33 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Novel devices

1. Foot controls 2. Eye-tracking 3. Multiple-degrees-of-freedom devices 4. DataGlove 5. Haptic feedback 6. Bimanual input 7. Ubiquitous computing and tangible user interfaces 8. Handheld devices 9. Smart pens 10. Table top touch screens 11. Game controllers

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35 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Speech Recognition And Auditory Interfaces

z Speech Recognition is the ability of the computer to recognize human speech. z demands of user's working memory z background noise problematic z variations in user speech performance impacts effectiveness z most useful in specific applications, such as to benefit handicapped users z Should know and understand user characteristics, the tasks that users are attempting to accomplish and the context within which these interfaces will be used. (Karat, Vergo, & Nahamoo, 2003) 36 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Speech Recognition And Auditory Interfaces

z Voice input has evolved to a level where it is feasible for many situations. z They are reliable enough to allow “hands-free” dictation that may be stored as text-based documents. z These systems also assist physically challenged individuals who are unable to move their hands and fingers. z They can be useful to control wheelchairs, operate equipment and act as interfaces to computers

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38 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Speech Recognition And Auditory Interfaces

z Discrete word recognition z recognize individual words spoken by a specific person; can work with 90- to 98-percent reliability for 20 to 200 word vocabularies z Speaker-dependent training, in which the user repeats the full vocabulary once or twice z Speaker-independent systems are beginning to be reliable enough for certain commercial applications z been successful in enabling bedridden, paralyzed, or otherwise disabled people z also useful in applications with at least one of the following conditions: z speaker's hands are occupied z mobility is required z speaker's eyes are occupied z harsh or cramped conditions preclude use of keyboard 39 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Speech Recognition And Auditory Interfaces z Continuous-speech recognition z Not generally available: z difficulty in recognizing boundaries between spoken words z normal speech patterns blur boundaries z many potentially useful applications if perfected

z Speech store and forward z Voice mail users can z receive messages z replay messages z reply to caller z forward messages to other users, delete messages z archive messages

z Systems are low cost and reliable.

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z Voice information systems z Stored speech commonly used to provide information about tourist sites, government services, after-hours messages for organizations z Low cost z Voice prompts z Deep and complex menus frustrating z Slow pace of voice output, ephemeral nature of speech, scanning and searching problems z Voice mail z Handheld voice recorders z Audio books z Instructional systems

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z Speech generation z Michaelis and Wiggins (1982) suggest that speech generation is "frequently preferable" under these circumstances:

z The message is simple. z The message is short. z The message will not be referred to later. z The message deals with events in time. z The message requires an immediate response. z The visual channels of communication are overloaded. z The environment is too brightly lit, too poorly lit, subject to severe vibration, or otherwise unsuitable for transmission of visual information. z The user must be free to move around. z The user is subjected to high G forces or anoxia

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z Non-Speech Auditory Interfaces z Sound feedback can be important: z to confirm actions z offer warning z for visually-impaired users

z music used to provide mood context, e.g. in games

z can provide unique opportunities for user, e.g. with simulating various musical instruments

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Touch : Haptic Devices

z Generate sensation to the skin and muscles through touch, weight, and rigidity. z Commonly used as interfaces in virtual reality applications. z Haptic feedback is divided into 4 categories; 1. Somatic (skin) sensation 2. Force Display 3. Full-body interaction 4. Tactile (touch) display

44 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Displays – Small and Large

z The display has become the primary source of feedback to the user from the computer z The display has many important features, including: z Physical dimensions (usually the diagonal dimension and depth) z Resolution (the number of pixels available) z Number of available colors, color correctness z Luminance, contrast, and glare z Power consumption z Refresh rates (sufficient to allow animation and video) z Cost z Reliability 45 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Displays – Small and Large

Usage characteristics distinguish displays: z Portability z Privacy z Saliency z Ubiquity z Simultaneity

46 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Display technology

z Monochrome displays z are adequate, and are attractive because of their lower cost z RGB shadow-mask displays z small dots of red, green, and blue phosphors packed closely z Raster-scan cathode-ray tube (CRT) z electron beam sweeping out lines of dots to form letters z refresh rates 30 to 70 per second z Liquid-crystal displays (LCDs) z voltage changes influence the polarization of tiny capsules of liquid crystals z flicker-free z size of the capsules limits the resolution z Plasma panel z rows of horizontal wires are slightly separated from vertical wires by small glass-enclosed capsules of neon-based gases z Light-emitting diodes (LEDs) z certain diodes emit light when a voltage is applied z arrays of these small diodes can be assembled to display characters 47 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Display technology

z Electronic ink z Paper like resolution

z Tiny capsules with negatively and positively charged particles z Braille displays z Pins provide output for the blind

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z Large displays

z Informational wall displays z Interactive wall displays z Multiple desktop displays

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z Heads-up and helmet mounted displays

z A heads-up display can, for instance, project information on a partially silvered widescreen of an airplane or car z A helmet/head mounted display (HMD) moves the image with the user z 3D images

50 8-50 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Summary

z This chapter presents various technologies that interact with the user. z Input devices such as keyboard z Pointing devices (Direct pointing devices and Indirect pointing devices) z Speech Recognition and Auditory Interfaces z Haptic Feedback z Display – Small and Large

51 MMG3033 Human Computer-Interaction Chapter 3 : Interactive Technologies Exercises

z There are many ways to manipulate cursors. There are mice, track balls, graphics pads, joy sticks, etc. List three different technologies that you have used to interact with the computer. Which did you like and why?

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